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View Full Version : DM-Crampage beta! OMG!


T2A`
5th Jun 2005, 11:40 PM
Well, your old pal T2A decided to finish a map he started six months ago due to extreme boredom. Now this crappy map critic needs your help! Please try this out and post anything and everything you do/don't like about it. Don't like how it looks? Let me know. Think some meshes are out of place and are lit up like wounded ass? Let me know. Think some of the layout needs to be adjusted? Well, you know what to do.

Map: DM-Crampage
Game: 1v1 and FFA
Players: 2-3 (4 maybe, but I doubt it; only has four spawn points)
Version: Beta 3
Screenshots: Yup (from beta 1; has changed quite a bit since)

http://filebox.vt.edu/users/bgibson/ut2004/crampage_1.jpg

http://filebox.vt.edu/users/bgibson/ut2004/crampage_2.jpg

http://filebox.vt.edu/users/bgibson/ut2004/crampage_3.jpg

Info: When I started this map back in January, I was just messing around. I wasn't planning on making a map at all. Unfortunately, I got that bug that makes me get into things even when I don't really want to. Thus, I ended up with a small but decent (hopefully) BSP layout that I came up with on the fly. As soon as I thought of an idea or figured there needed to be a room or door or hallway somewhere, I did it. After a couple hours two nights in a row I had the 98% layout that you'll see in the current version.

I thought it was pretty cool and had potential, so I started cramming meshes into it. My initial instinct led me to use Rankin stuff (boo). Thankfully I was smart enough to switch out the old boring textures to new jams so it's not so utterly trite. After five solid nights of static meshing, all the still-bare walls got the better of me, and I stopped. I went back to school and forgot all about the map until the semester was over. I just started working on this again last week, managed to randomly pile static meshes everywhere, completely redo the lighting (still sucks though), labor over the item placement for hours, and get the bots to not be total dumbasses (though they are still pretty dumb).

The base BSP layout was completely 100% unplanned. The weapon, item, and powerup placement has gone though a lot of shifting around until I felt I had as much balance such a small map could provide. You could potentially find more. Play this 1v1 with weapon stay OFF and see if you notice anything that seems out of place. I tried to implement the following into the item placement:


Lightning and shock not close together
Flak launcher and rocket cannon not too close together
Health pack in every room/area, but not too near each other
Vials/adren on ramps and in other random areas of interest
Ammo always spread out and generally never near the weapon it belongs to
Ammo draws attention to areas that might go unnoticed otherwise
Shields placed in awkward positions to create risk in getting them

In the end, it doesn't exactly play like other 1v1 maps you're used to due to its size, but the weapon and item placement should be agreeable. I found it fun even against a bot, so hopefully two people in here will be quite the battle. Unlike other 1v1 maps, spam can do you a lot of good here, so get to fragging!

Why you should download it: If you help me in any way, you'll get your name in the readme. Everyone loves getting their name in readmes! It's the perfect incentive! Do it!
Linkage: http://filebox.vt.edu/users/bgibson/ut2004/DM-Crampage_RC.zip

Enjoy! :crazydance:

daloonie
6th Jun 2005, 02:33 AM
Wish I was home :rolleyes:

Well from the screens you have good control of those static meshes. It looks quite small and cramped and that lighting should need some more color to them IMO. It tends to grow greyish.

Kantham
6th Jun 2005, 02:52 AM
http://img220.echo.cx/img220/8837/shot003339vm.th.jpg (http://img220.echo.cx/my.php?image=shot003339vm.jpg)

Oh well , escuse my J2 nub Style Skills , but get rid of that trapy thing. It would be easyer to get the 5 heath vitals then.

http://img220.echo.cx/img220/7186/shot003340kb.th.jpg (http://img220.echo.cx/my.php?image=shot003340kb.jpg)

ERNO

http://img293.echo.cx/img293/4981/shot003359jk.th.jpg (http://img293.echo.cx/my.php?image=shot003359jk.jpg)

The architecture is kind of odd at some places. That screenshot is a perfect example. The use of the stastic meshes is kinda noobish, Sorry , nubish, It use some odd ramp to get to some gaps and alot of stastic meshes are used like you can see on the screenshots. And this is what that makes the map looks odd.

http://img293.echo.cx/img293/3111/shot003375hc.th.jpg (http://img293.echo.cx/my.php?image=shot003375hc.jpg)

I kind of like that room behind the MR.Giant door.

http://img293.echo.cx/img293/3361/shot003387zi.th.jpg (http://img293.echo.cx/my.php?image=shot003387zi.jpg)

Obviously with all the stuff you used , Hourences is your friend.


Not bad, but kinda sound like a made-for-J2 dm map. The bots are all pathed

OMFG! TEMPLOL! :lol:

Keep it up , sounds great.

hal
6th Jun 2005, 03:06 AM
:lol: Nice Easter Egg!

I'm not sure how risky it is to grab that 100a though.

T2A`
6th Jun 2005, 10:30 AM
Well, it's not, really, unless you're both running for it at the same time. It's quite easy to load up three rockets, dodge down the ramp, and throw them down at the 100a while in the air, and it becomes hard to get away from them and other stuff because of the lack of room to move around. At least it was while playing with my bot friends. They're just dumb, though, so hopefully I can try it out with Briach and Co. tonight.

Kantham, it's easy to get those vials. If you're standing at the shock rifle, walldodge off the wall to your left. What should I do about the nub static mesh use? I was just randomly throwing things in there at that point because I am a nub. And what's wrong with that dead plant thing? :o

PS: Hourences is the man.

Slainchild
6th Jun 2005, 11:03 AM
I like this map very much. At first I thought it was going to be just like Rankin with all the similarities in theme, but the gameplay is different enough imo. Feels like I'm in an old western film's gunshop or something :D. Layout wise, I'm not sold on the 100a and 50a locations... it just seems you slapped them in not thinking too much about it. I think a better place for one of them is below the health vials in Kantham's shot. Not sure about the other though. Weapon positions are good like you said, hitscan far away from each other etc etc...

http://img.photobucket.com/albums/v497/Slainchild/Shot00001.jpg

A couple of things to point out in this shot. First of all the corner just to the right of my crosshair is acute, which does not look good imo. It's just sharp and looks out of place becasue of that. Also, I don't think I've ever seen an angled corner like that in real life. Second, the textures on the wall (behind the 3 pipes) and floor (under minigun) do not have detail textures assigned and would look better if they were. There may be other textures like this around, but these are the most noticable. Correct me if I am wrong, but I think you took them from Hourences texture pack and simply exported and re-imported them to the mylevel package. An easier way to do that (and without losing detail texture info) is to right click a texture and press duplicate, then setting it to mylevel there. The last thing is something most people overlook, which is the default UT2003 weaponbase skin applied to the UT2004 weaponbase mesh. Fix it by going to the weaponbase properties, then display > skins > empty.

I think that's pretty much all I've got to say about this map. I love the secret area btw. :)

Kantham
6th Jun 2005, 11:39 AM
And what's wrong with that dead plant thing? :o

I was like, Hem, OMGPLZFIX when i first saw that. It looks fugly imho and it come from nowhere. You said ''please let me know what you think is ugly'', well, that's it.

PS: Hourences is the man.

Yes he is.

KaL976
6th Jun 2005, 12:03 PM
Nice map & well named ;)

My only major gripe is it's very easy to get caught up on the trim when trying to jump up on to the ledges. If you're right next to the wall you can't jump, you have to take a step away - most frustrating in such a cramped map.

Also, re:the 100A - have you considered cutting a tunnel type area in the wall behind it & then setting it further back perhaps.

Looking forward to the next revision :D

T2A`
6th Jun 2005, 01:11 PM
Layout wise, I'm not sold on the 100a and 50a locations... it just seems you slapped them in not thinking too much about it.I did think about them quite a bit; guess it just didn't work. :(

The 50a was originally where the shock rifle is now and the shock rifle was in the floor on the other side of the wooden planks. I didn't really like that, though, as you didn't have to work for it at all. If you happened to walk by there and it was up, it was conveniently in easy reach. Thus, I exchanged it with the shock rifle, but again I thought that it was too easy. If you were just trying to dodge up the sheet it was right there in your path. Moving it to the other side of the planks puts it not very far out of reach but not perfectly in your path.

I could put the 50a under the vials and move the health pack in the 50a room to the 50a's old spot, but that still doesn't fix the 100a situation. In fact, that would make it worse because the shields would be even closer together than they are now. If I were to put the 50a under the vials, the 100a would have to be moved, and I guess the only two places it'd really feel right is either next to the jump pad over near the lightning gun or on that ledge below the window in my third screenshot. Either way, that puts the shields basically in the corners of the map which gets them about as far away from each other as possible. But... I'd have to use that little area the 100a is in now if I moved it. I guess some health could go there, or maybe I could exchange the biorifle and lightning guns and stash the lightning gun there... What d'ya think about that?

Correct me if I am wrong, but I think you took them from Hourences texture pack and simply exported and re-imported them to the mylevel package. An easier way to do that (and without losing detail texture info) is to right click a texture and press duplicate, then setting it to mylevel there. The last thing is something most people overlook, which is the default UT2003 weaponbase skin applied to the UT2004 weaponbase mesh. Fix it by going to the weaponbase properties, then display > skins > empty.Damn. Wish I'd known about that duplicate trick... Exporting and reimporting is a tedious pain, especially since when I exported some of them it insisted on exporting a different texture than the one I had selected. :rolleyes:

Wasn't aware of the UT2003 skin either. I thought they just made a crappy UT2004 skin... :D

My only major gripe is it's very easy to get caught up on the trim when trying to jump up on to the ledges. If you're right next to the wall you can't jump, you have to take a step away - most frustrating in such a cramped map.I noticed that too but didn't know if I should change the collision properties. I'll probably make it so that they have collision on the top but not the side so they won't catch you when you jump.

Selerox
6th Jun 2005, 01:35 PM
Looks pretty good, now go make an 8 player FFA/TDM map! :D

hal
6th Jun 2005, 02:36 PM
If I were to put the 50a under the vials, the 100a would have to be moved, and I guess the only two places it'd really feel right is either next to the jump pad over near the lightning gun or on that ledge below the window in my third screenshot. Either way, that puts the shields basically in the corners of the map which gets them about as far away from each other as possible. But... I'd have to use that little area the 100a is in now if I moved it. I guess some health could go there, or maybe I could exchange the biorifle and lightning guns and stash the lightning gun there... What d'ya think about that?

I think that the 100a would work well in either of those two spots, but then it would make that whole back hallway rather unimportant imo. I'd leave the LtG right where it is too.

How about that suggestion to maybe open up a tunnel or a smallish room for the 100a right where it is? That would certainly make it more of a risk and it would keep that side of the map vital.

Also, that little outdoor space between the rocket and flak would make a whole lot more sense if it consisted of broken holes in both walls and not doorways. What's the point (from a structural standpoint) of having those two doors and crooked, dipping, little pathway between the two rooms? I like them from a connectivity standpoint, but structurally it is questionable.

Cap'n Beeb
6th Jun 2005, 09:51 PM
DON'T STEAL MEH MESHES. I SPENT MONTHS AND YOU STOLE IT. YOU KILLED MY CHILD! :mad:

Renegade Retard
6th Jun 2005, 10:07 PM
Looks like someone let beeb out of the OT cage again!

/me squirts beeb with a squirt bottle.

BooGiTyBoY
6th Jun 2005, 10:41 PM
Not bad, but kinda sound like a made-for-J2 dm map.

I'd like to know where ya get an idea like that other than there isn't a laid-out red carpet walkway to each pick-up. :lol:

Kantham
6th Jun 2005, 11:18 PM
You are reminding me the map Angel mapper made for CBP2 with those Matrix Hax0r pads...

Archon
6th Jun 2005, 11:39 PM
http://img220.echo.cx/img220/8837/shot003339vm.th.jpg (http://img220.echo.cx/my.php?image=shot003339vm.jpg)
Oh well , escuse my J2 nub Style Skills , but get rid of that trapy thing. It would be easyer to get the 5 heath vitals then.

NEVER THAT IS THE EASIEST THING TO GTE TO IN THE WHOLE MAP.
but its the best place to run around with daul assualt rifles.got a multikill withh ASSUALT RIFLES YAY.

Kantham
7th Jun 2005, 12:02 AM
NEVER THAT IS THE EASIEST THING TO GTE TO IN THE WHOLE MAP.
OMFG TORCH IS TEE BOTz!!!!!!1

As said , forget my wall dodging skills J2 boys.

T2A`
7th Jun 2005, 12:25 AM
Alrighty. Here comes beta version 2! Here's a list of the crap I did this go 'round.


Repositioned lots of stuff. Things are now situated like this:
- 100a by jump pad near lift room
- 50a in corner where vials rest in cubbyhole above
- lightning where 100a was
- minigun where lightning was
- shock rifle where minigun was
- bio rifle where shock rifle was
- health pack moved to where 50a was
- some ammo placement changes
Reimported the textures to myLevel so I could have detail texture support without doing any work.
Lowered the saturation on all lights with broad radii to add a little color.
Swapped positions of vials and adrenaline in small hallway between flak and rocket room so it doesn't look weird when UTComp takes out the adrenaline.
Retextured some meshes and brushes to darker concrete and did a little more architectural and lighting crap.
Redid the old minigun area so there's not a pointy-ass corner anymore. No more making complex brushes via brush clipping for me; better to stick to Hourences's method of nothing but cube brushes.
Removed collision on trim pieces and added blocking volumes to the tops of them (PITA). You can't get stuck jumping next to a wall anymore!*
You can now drop behind the planks over the old 100a spot (new lightning gun spot).
Ledge that 100a now sits on lowered eight units to make up for the floor nearby being dipped in eight units. Otherwise it's too easy to miss the jump.
Removed ugly dead plant thing for Kantham. ;)

*I planned on making it so you'd still walk over the trim, but the blocking volumes seem to be non-functioning at this point in time. I have absolutely no idea why. Thus, it seems as though there is no collision on the trim at all. :(

Keeping the flak and rockets where they are, this is the really only other way I can switch around weapons. Anything else and I'd have to switch them all, which I don't want to do. I really like the position of the rockets, and I need something powerful in the middle room or else it won't get used. I suppose if I needed to rearrange everything the shock rifle could go in the middle room, though that would make the hitscan weapons close to each other no matter where I put the lightning, and I feel that's worse than having the projectile weapons close. Since the only other powerful weapon left is the flak cannon, that's what went in the middle room. What do you guys think of the current weapon situation?

If you can, be on the lookout for crapped up textures. I just today noticed that there's a convenient texture alignment menu when you right-click a texture (I'd always used F5), and I got a little ahead of myself using it. I used it too much to align all textures of a certain kind and this led to some screwed up stuff as certain textures weren't used the same way all the time (i.e. not every instance of the bricks was used in a vertical fashion). I think I tracked down all the messed up stuff, but I can't be 100% sure on that.

http://filebox.vt.edu/users/bgibson/ut2004/DM-Crampage_RC.zip (release candidate link now)

Kantham
7th Jun 2005, 12:36 AM
http://img236.echo.cx/img236/3961/shot003395yj.th.jpg (http://img236.echo.cx/my.php?image=shot003395yj.jpg)

Actualy , i would like to hear a ''wood cracky'' sound when i pass over these ramps. I am used to it.

http://img86.echo.cx/img86/1482/shot003401mp.th.jpg (http://img86.echo.cx/my.php?image=shot003401mp.jpg)
Removed ugly dead plant thing for Kantham. ;)
\o/

http://img86.echo.cx/img86/4218/shot003412pa.th.jpg (http://img86.echo.cx/my.php?image=shot003412pa.jpg)

The lightning Overall is much better. You made alot of improvement on it, well done.

http://img86.echo.cx/img86/4076/shot003424ul.th.jpg (http://img86.echo.cx/my.php?image=shot003424ul.jpg)
What about some, Rain?

http://img86.echo.cx/img86/1469/shot003434op.th.jpg (http://img86.echo.cx/my.php?image=shot003434op.jpg)

Eek , Break that 2 CM long ass wood plank sexy gorge.

Just make a little hole in the floor or something to make it more real. I won't last like that really, and don't forget the trigger sound aswell...


Not bad, better improvement, now i really need alot of ambiant sound and an interior feeling.

1337
7th Jun 2005, 01:00 AM
Just make sure that all ambient sounds are marked as ambient sounds so when I disable ambient sounds it actually disables all ambient sounds and nothing else like elevators and such.

T2A`
7th Jun 2005, 01:07 AM
I was waiting until the final release to do rain, ambient and triggered sounds, steam, and all that other extra stuff. All I'm really concerned about at this point is main visuals and gameplay (most of all).

Not really sure what to do about the long wooden planks... :hmm: They can't be any shorter because the angle would be too great.

Kantham
7th Jun 2005, 01:09 AM
Then the solution would be, making BSP stairs or ramp with a hole under it with red light and stuff. I guess it should work out pretty well since you only got 2 nowhere barrels there and 4 repetitive meshes inside that wall... But anyway , leave the barrel there :o

daloonie
7th Jun 2005, 01:13 AM
Had a go at beta 1 yesterday and now I need to download beta 2 to keep up argh maaan :p

But my comments are hmm most of them are fixed in beta 2. Like 100 and 50 armor placement.

T2A`
7th Jun 2005, 01:17 AM
Kantham: That sounds good. Might have to extend that corner of the room out a bit and put the stairs as far away from the dodge ramp as possible.

Sorry about the quick betas. I have UnrealEd fever at the moment. ;)

hal
7th Jun 2005, 02:41 AM
I still think your middle doors would be better as deconstructed brick holes or something, but anyhow...

Did you mean to make the door this big?

daloonie
7th Jun 2005, 02:47 AM
...Sorry about the quick betas. I have UnrealEd fever at the moment. ;)

I had that back in 2000, 2001. :p
Back in the Old Skool UT'99 days yay :)

BooGiTyBoY
7th Jun 2005, 02:55 AM
I just played a 10 minute match against 1 masterful bot. I won 11-9 and had a blast.
Has lots of good dodging lines even for such a small spaced map! You know what I mean... when ya dodge and seem to get hung up on stupid needless pipes and whatnot jutting out of the walls. I was surprised at how freely and smoothly you can move through this :D.

:tup: dude.

Only thing that people may not like is where Kantham mentioned the two thin planks if players aren't used to "jumping up the metal sheets" ( :lol: )

If you are going to keep the dodge ramp there if you replace those planks, I would either make it a little wider or move it over to the right a lil' bit so you can make more use of the wall next to it.

T2A`
7th Jun 2005, 02:55 AM
rex: I had it back in UT2003 days but I couldn't make anything worth a damn. :o

hal: The player scale is so far off I don't bother trying to make things remotely to-scale. I mean, if Gorge is six feet tall then he can jump about eight feet in the air from a standing double jump and move 30+ feet with a dodge jump. I'll look into the blown-out walls, but again, I wasn't trying for any sort of realism. Why would there be a mini courtyard in the middle of a house or whatever? Who knows. Why would there be a flower box in there? Maybe they had the area custom built so they could provide their ferns with natural rain water... Likewise, why would there be giant exploded holes in the walls? And why would there be ferns planted in that area? None of it fits realism, but it works for my layout. :p

Boog: I'll probably end up moving it to the right. I'm gonna be getting rid of those planks in favor of some stairs and a wider ledge there. Glad you like it. :)

Briach said he found a floater by the minigun. And he also pointed out how you can get stuck on almost every door mesh... Devious bastard. :(

:D

hal
7th Jun 2005, 03:00 AM
Likewise, why would there be giant exploded holes in the walls?

Because... they are shooting rockets indoors? :lol:

T2A`
7th Jun 2005, 03:07 AM
My rockets don't even leave scorch marks! :lol:

I suppose I could do the exploded wall thing... I like my ferns though. I'll have to stick them somewhere else in the map. I can leave the pipes and stuff so all I'd need is a really small terrain. And figure out how to make exploded walls! :eek:

daloonie
7th Jun 2005, 03:08 AM
rex: I had it back in UT2003 days but I couldn't make anything worth a damn. :o
...

Hehe it was alot easier in '99 when it didn't require all that much details. Some well placed textures, lights and BSP sculputures combined with a decent gameplay was enough. BSP mapping ruled, because it was easy :)
I think I still have my first decent '99 map lying around...

Huuray for OT :)

KaL976
7th Jun 2005, 07:01 PM
I'm liking the new version better :)

Archon
7th Jun 2005, 07:50 PM
sweet ASSUALT RIFLE KILL!!!!!!!!!!!!!
folowed by a Lightning gun kill
BEST MAP EVER!

Kantham
7th Jun 2005, 08:12 PM
OMG TEH FDEE BKAC

Archon
7th Jun 2005, 08:40 PM
What the hell, saying to shoot deemer through there IT WAS SOLID!!!!!
and for those who don't know what im talking about GO TO THE SECRET ROOM!!!!
heres a picture...

1337
7th Jun 2005, 08:42 PM
I need to play it mp before teh feedback '_'

forget about the double jump thing, Rankin even has it, but just less instances of it.

Archon
7th Jun 2005, 09:43 PM
I am stuck!!!!!!! :(

T2A`
7th Jun 2005, 09:55 PM
sweet ASSUALT RIFLE KILL!!!!!!!!!!!!!
folowed by a Lightning gun kill
BEST MAP EVER!How many players did you cram in there? :lol:

I am stuck!!!!!!! :(Briach showed me that yesterday. :o

IT WAS SOLID!!!!!;)

Archon
7th Jun 2005, 10:01 PM
How many players did you cram in there? :lol:
;)
only 5 each team :)

Kantham
7th Jun 2005, 10:13 PM
Actualy, the map is made for 3 players :)

T2A`
7th Jun 2005, 10:35 PM
Actually, it's made for 2 but I hate tagging maps with unnecessary prefixes and suffixes (-1on1-, -SE, etc). I haven't played a single match on it with more than 1 bot. I said 2-3 players just because. :p

Ragna
8th Jun 2005, 02:01 AM
Well, overall the map is sweet.

What I loved:
The gameplay was cool. Shiatloads of different heights in the map, and a size just right for me to jump around in.

What I loathed:
The jumppads. I feel it'll bring more of the 'oldness' or w/e if you replaced them with steaming vents (like the one in Deck-17).
The minigun is just near the link. plzfixk
The stairs near the Flak feel oddly steep, IHMO.

I'm doing this for the readme. :o

KaL976
8th Jun 2005, 07:29 AM
I am stuck!!!!!!! :(

That's not stuck - you can dodge backwards out of it ;)

This is stuck :eek:

Nereid
8th Jun 2005, 10:45 AM
I will see if I can test this once I get home.

T2A`
8th Jun 2005, 11:24 AM
What I loathed:
The jumppads. I feel it'll bring more of the 'oldness' or w/e if you replaced them with steaming vents (like the one in Deck-17).
The minigun is just near the link. plzfixk
The stairs near the Flak feel oddly steep, IHMO.I was gonna do something about the jump pads eventually (along with sound, emitters, and other map details) once I got the layout and powerups/weapons more final. Haven't looked into a new place for the link gun. There ain't really many other places it could go. And link gun next to minigun isn't a big deal like other weapons. Those stairs were one of the first things I did, as is the shock rifle room, which is why they're so nub. :o

I'm doing this for the readme. :oI knew it'd work! :lol:

In any case, I got rid of the planks in the shock rifle room and replaced it with a ramp-type thing. You'll just have to wait and see. Today I'm gonna work on fixing the middle section to have broken walls and such. \o/

Kantham
8th Jun 2005, 11:25 AM
That's not stuck - you can dodge backwards out of it ;)

This is stuck :eek:

lol, i actualy wonder how you get behind those 2 HumanoidHardware pallards.

KaL976
8th Jun 2005, 02:51 PM
lol, i actualy wonder how you get behind those 2 HumanoidHardware pallards.

Shield jump onto the top then fall down the gap - you can get back out again with the SG & I admit you're unlikely to get there by accident in the first place. The sticky spot by the barrel in the other screenie is more of a problem.

Archon
8th Jun 2005, 10:02 PM
dnt find any lightning gun ammo and thats my favorite gun if you can tell me where to find that would be great!

T2A`
8th Jun 2005, 11:40 PM
One's in the window ledge along with a shock ammo in the room connected to the shock hallway and minigun area. The other's in the rocket launcher room sitting opposite the rocket launcher, I believe. If I'm remembering correctly, each powerful weapon (shock, lightning, flak, rockets) only has two ammo pickups, while the others have three. Keep in mind that I intended this to be played 1v1 with weapon stay off. ;)

I'm working on beta 3 and making good progress. Got the planks going to the bio rifle fixed up and started working on redoing the middle passage between the rocket room and flak room today. Should be posted, if not by this weekend, then during the weekend sometime. :D

1337
11th Jun 2005, 12:35 AM
t2a give us an update :D
btw super props if you are responsible for bots shield jumping :tup: that's awesome.
I'd recommend you play this mp before the final version, even though it's fun instant action.

T2A`
11th Jun 2005, 01:51 PM
Hmm... Well, I got the middle passage complete and filled the level up with some ambient sounds. Yes, I put jump spots all around the level so the bots can shield jump if they desire. They've only done it once or twice for me, though. Tried to get it to rain in and around the level and failed, so I'll probably not bother with that until the final release. I also figured out how to get the blocking volumes on the trim to work, so I've got to redo all of those. I'll probably post beta 3 tomorrow, which'll be almost final. Then we can get JD to put it on the pdX server so we can try it out for real. :D

BooGiTyBoY
11th Jun 2005, 02:11 PM
:D WOot!

T2A`
11th Jun 2005, 10:13 PM
Here comes beta 3! Weapon and powerup placement is almost exactly the same, so it'll probably be final unless someone comes up with something better. Here's the usual list of changed crap:


Removed the ugly long planks in the shock rifle room, extended the ledge the bio rifle sits on and carved a ramp in it.
Put a box-thing more in the room and put the planks on it instead (gotta have my planks, mang).
Exploded out the walls between the flak and rockets room and put some terrain in there. You can thank Hal for that one.
Added more blocking volumes in various places. You can't get stuck next to the doors anymore (I hope), though you can jump on top of the volumes instead with some craftyness, which looks kind of weird. Don't do it.
Tweaked bot pathing, lighting, ammo placement, and moved a couple vials. Moved the link gun a tad, if that matters.
Removed all blocking volumes around trim; they weren't doing their job anyway.
Level now filled with audio stuff. There are ambient sounds and triggered ones for walking over planks and in water.
Emitters added to make it rain. They don't render when world detail is set to low.

Known issues:

Lighting still looks like crap on some meshes. You can blame Epic and their vertex lighting for that. Speed > quality. :rolleyes:
Bots are still dumb.
- They don't really understand the value of the 100a.
- They don't like to run down the ramp in the lift room. They tend to run down it to grab the vials, then run back up, even if the 100a is there. :con:
- They might stand around with their thumb up their ass at the two vials on the new bio rifle ledge ramp. No idea what that's all about.
- They can't dodge up the dodge-ramp very well. I'm contemplating taking out their know-how completely so they don't try. Dumbasses.
- They avoid using certain paths completely.
- They pretty much never go towards the 100a when they grab the lightning; they almost always run back up the ramp towards the health and head up to the rocket launcher. No idea what that's all about.
I've still managed to get myself caught underneath the trim somehow even though every trim's collision has been removed. Doesn't happen often, but it sometimes does. I'm guessing this is the same bug where sometimes you get caught on a flat BSP wall for no reason.

Apparently blocking volumes have a minimum width at which they stop functioning. They didn't work being four units thick; they did when they were eight. However, you stood four units above the trim, which was just as goofy as standing inside of it four units. Doing a little experimentation with vertex editing, I played around with various widths. Five units didn't seem to work and six did a bit, but it wasn't enough. Seven, though, worked perfectly. Why? I don't know. Eight units made my player stand above the trim four units, but seven made him stand right on top of it. Additionally, when I took that seven-unit piece and vertex edited it to eight, the player only stood about one unit above the trim instead of four. Doesn't make any sense whatsoever, but who cares, right? I didn't put the trim in this beta because it takes too long and I didn't feel like it.

Download: http://filebox.vt.edu/users/bgibson/ut2004/DM-Crampage_RC.zip (now release candidate link)

hal
12th Jun 2005, 02:46 AM
Very nice! I noticed that the bots love that corner just under the deemer entrance. I'm thinking that there's a tad bit too much health for that size map, but overall outstanding job T2A!

T2A`
12th Jun 2005, 03:28 AM
Thanks! :D

I think the adrenaline pills make them go over there so much. This is definitely not the first time I've noticed bots going out of their way for the things or using the paths where they would be if they weren't there. Maybe I can edit their properties somewhere so the bots won't see that path as the most valuable at all times.

As for the health, I wanted to go the usual 1v1 route of 4-5 packs regardless of map size, so I tried to put one in each area so you couldn't resort to one area to recharge and would have to use the entire map. There probably are a tad too many vials, but I like them. :D They're fairly out of the way anyhow since most aren't directly on the quickest path to an area. Probably doesn't matter too much since there's so much flak being thrown at you.

T2A`
12th Jun 2005, 08:09 PM
OMG TEH FEDE BAK PLS!!

;)

BooGiTyBoY
13th Jun 2005, 12:51 AM
Ill have some time to try it out tomorrow after work and give ya some feedz yo :D

Nereid
14th Jun 2005, 10:35 AM
STILL NEED TO TEST THIS MAP D:

Taleweaver
14th Jun 2005, 10:57 AM
STILL NEED TO TEST THIS MAP D:
same here... :(

On the other hand, it looks like you've got quite a bunch of beta testers. :)

T2A`
14th Jun 2005, 12:20 PM
Correction: I have a lot of people who have posted in this thread but haven't given me any insight into beta 3 except for hal! :p ;)

KaL976
14th Jun 2005, 05:04 PM
Well. If you've sorted the trim collision & the sticky spots I don't have anything else to add. Layout & weapon placement is fine as far as I'm concerned, but then I'm a nub too ;)

T2A`
26th Jun 2005, 04:35 PM
Well, I've decided I'm done messing around with this level, so let's call this one a prefinal and be done with it, shall we? I've flown around the level in UEd about a million times and I can't see anything that I feel like adding or changing at this point. The level was started six months ago so there's some nub elements that would take too much effort to fix like... the layout and half the static mesh use. If I ever decide to make a map again, hopefully I'll do it all at one time without five months in between so I don't have a totally different view of the place than when I started. :rolleyes:

As per Slainchild's advice, this is a "release candidate." Hence the _RC on the end of the map name. Basically, this is about as good as the map is going to get, and if no one find any objections to this version, this is exactly what I will officially release. Please, give all the feedback you can or let me know if it's good to go (finally).

The relatively small number of things I changed from beta 3 (if you even paid attention up to this point) are as follows:


Replaced the generic jump pads with steam vents. Smoke doesn't render at low world detail.
Started to put functioning blocking volumes on the trim then decided against it. The ledges are already 128 units high; having the blocking volumes there meant you had to perform a perfectly-timed double jump (wait until the last moment you can add in the second jump) to clear them, which is something most people don't do. For playability sake, I removed the few blocking volumes I had and didn't put in anymore.
Switched the shock rifle and lightning gun. I figured the shock rifle is already overused as it is, why not put it in the most dangerous area it could be?
Did some more collision work. Added a blocking volume on the door near the lightning gun and extended the blocking volumes on the windows there so you can't get stuck. Kept forgetting to do it before. Removed the collision on the two concrete meshes next to the shock rifle and used blocking volumes instead. The default collsion was kinda goofy and stopped shock balls when it appeared it shouldn't have. Added/fixed a couple more blocking volumes in various places.
As usual, did various pathing, ammo, sound, and cosmetic tweaks.

Grab it here and comment!!1 http://filebox.vt.edu/users/bgibson/ut2004/DM-Crampage_RC.zip

Slainchild
26th Jun 2005, 05:53 PM
I only found one thing that you could change... ;)


Move this puddle (and sound trigger) to where the blue outline is on this screenshot. You already have a sound trigger for the 50a when you pick it up, so another at the same time is kinda pointless. Also, it would be harder not to trigger it in that position when the 50 is down.

http://img.photobucket.com/albums/v497/Slainchild/puddle.jpg

Xaero_UT
26th Jun 2005, 09:51 PM
Grab it here and comment!!1 http://filebox.vt.edu/users/bgibson/ut2004/DM-Crampage_RC.zip

sorry dude, with my dialup..cant help u comment,

but when its finished, ill definitely dl it, and give it a shot, see if i can add it to the aus servers

gl dude

& cheers

KaL976
27th Jun 2005, 07:01 PM
Nice T2A. Godlike's give you a real workout with WS & Adren off :D

Xaero_UT
22nd Sep 2005, 09:15 PM
Hey T2A, well ive had adsl for a bit and i remembered this map, so i try to d/l and the links faulty, id love if u could give me a proper one so i can play it and see if i can get it on some aussie servers

cheers dude
Xaero

T2A`
22nd Sep 2005, 09:42 PM
If you didn't notice, the final was released some months ago and there's a link to the review in my sig.

http://insite.beyondunreal.com/map.php?id=1125

Xaero_UT
22nd Sep 2005, 11:34 PM
If you didn't notice, the final was released some months ago and there's a link to the review in my sig.

http://insite.beyondunreal.com/map.php?id=1125

oops, sorry, didnt notice,

thankz:D

JohnDoe641
22nd Sep 2005, 11:57 PM
If you didn't notice, the final was released some months ago and there's a link to the review in my sig.

http://insite.beyondunreal.com/map.php?id=1125
Can you send me the ucz or wahtever it is that the server uses so we can get this map on our servers? :D

BooGiTyBoY
23rd Sep 2005, 08:48 AM
You can try this to compress it yourself. Works for 2k4 as well. :D

UT2003 Compress (http://www.vipers-servers.com/Misc.%20Files/UT2003Compress.zip)

T2A`
23rd Sep 2005, 09:25 AM
I compressed it via the command line with the handy UCC program that was shipped with the game and uploaded it to FileFront since they apparently give everyone free unlimited storage space and bandwidth... :con:

http://files.filefront.com/DM_Crampageut2uz2/;4167949;;/fileinfo.html

Not that anyone needs to download it. I just think FileFront is awesome beyond words.

Xaero_UT
25th Sep 2005, 09:28 PM
Well T2A, i d/l the map, and it is real good dude, loved the layout, and the fact that it is a more jump/trick complex map than most. most maps are made for average players, and while this accomodates them, u get so much more if u know what to do

am currently giving to most admins and getting it on the oz servers

thanks dude, id give an 8.5 out of 10

T2A`
26th Sep 2005, 02:36 AM
Thanks for the kind words, d00d. :)

I noticed the same thing while building the map. If you're experienced with the layout and all the possible places you can jump and walldodge around then the map flows like water (or something close). Kinda funny it turned out that way for a layout that was 100% unplanned. :D